Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 53 of 104 View original ↗
  1. Pollopezz8 said:
    Hi there!
    This is a world map for a really short game I'd like my close friends to play.
    I'd be really grateful if anyone would like to suggest what I could improve on.
    I can already see that in my opinion there is too much land and too little sea, so I also ask if you agree or disagree with me with this observation.
    It's my first world map, so it probably will contain many errors and will be very basic.
    Thank you!
    World Map 200x200 tiles link

    (mapshot taken using the Himework's Map Screenshot tool )

    My first impression is that the map looks pretty big, particularly if it's for a very short game as you say. But that is a personal taste thing party, as I prefer smaller world maps full of things to see rather than large ones with less content.

    Is this map meant to represent the entire planet, or just a section of it? If it's the whole world, I would make sure that all four edges are sea. Otherwise the player will reach a straight line where the land stops and can't proceed further, which might look strange. If it's just a section of the whole world that the characters inhabit, then you'll need a clear border e.g. mountains separating the edges of this map from the (imaginary) outside kingdoms.

    It might be worth trying a less regular coastline with more random inlets, as you'd see on a real coastline. This can look a bit blocky with the default world map tileset, which would be the downside to this approach.
  2. karraymalek said:
    Testing my first 3D map, created using 3ds Max and Photoshop software.



    This map is amazing! Are you developing an entire game using this style?

    I'm also working on a concept that mixes realism with pixel art but you're on a whole other level!
  3. Pollopezz8 said:
    Hi there!
    This is a world map for a really short game I'd like my close friends to play.
    I'd be really grateful if anyone would like to suggest what I could improve on.
    I can already see that in my opinion there is too much land and too little sea, so I also ask if you agree or disagree with me with this observation.
    It's my first world map, so it probably will contain many errors and will be very basic.
    Thank you!
    World Map 200x200 tiles link

    (mapshot taken using the Himework's Map Screenshot tool )

    That is a humongous world map for a short game. In one of my short games, the world map is really tiny.
    Screenshot (163).png
  4. @Sleepy Kitten Games Kingthings Petrock Light! I love it lol...I use it in my project as well.
  5. Just started playing around with MZ today.

    Library
    958.png

    I thought about placing two tables with computers near the windows as well, but they are gray so I wasn't sure if it's a good idea to have clashing colors. I need to have the two characters walking toward the windows and look outside during the cutscene. This map is only used for an intro scene and won't appear again. Should I fix the two tables in anyway or leave them as they are?

    Used to make a library map with XP tiles when I used VX Ace, too, and it was better than this. I miss having those modern tiles, lol.

    @Sleepy Kitten Games Personally, having that day and time display in the middle left is annoying to my eyes. Same goes for the location and gold as well. Too much clutter on the left side, I think. Is it possible to spread them out to the top left and right instead?
  6. @Mr. Detective Are the gray tables made with wood too?
    If so, it's just a matter of recoloring them.
  7. @Sleepy Kitten Games The placement of the day/time can seem intrusive. Perhaps mirroring it on the bottom right? It’s a brilliant thing to include, especially if dire to gameplay. I have something similar on the top right of my game currently.
  8. Sleepy Kitten Games said:
    2tURaJ3.png
    How did you get the message box to appear over the NPC instead of bottom/middle/top?
  9. I'm thinking of not having the specific time there in the final game (just the season & the sun/moon with the general time of day), I just have that up for debug purposes.
    I always figured having the information spread out across the screen would a) make the screen more cluttered and b) make it so the player has to look in several different places for information rather than all in one place.
    As for the message box, it's triacontane's MessageWindowPopup plugin.
  10. @cabfe Can't say for sure, to be honest. Probably metal. But then again, it doesn't look like a table that students would use in a library.

    tables
    958.png

    More like something for staff members... Should I keep the old bigger desk?
  11. @Mr. Detective I think this version has more character. I'd say go with this one. Usually I imagine staff desks to be more so separated from students or facing the opposite direction. But, backs of computers I don't think are a common asset so reversing the desks so students can't see staff work seems difficult without asset building. :kaoeh:
  12. @SoftCloud How's this? :p

    Library
    958.png
  13. @Mr. Detective Mighty fine! That’s some superb work there! that gives it enough visual variation I think and the asymmetrical decorations makes it appear lifelike.
  14. I'm not sure if these count as screenshots or not (probably not, tho they could be hehe) but I intend on using one of these for my title screen. However, I need help deciding between these 2 choices:
    Bloodmoon1
    Bloodmoon.jpg
    Bloodmoon2
    Bloodmoon2.jpg
    Which one do you guys prefer? I think the 1st Bloodmoon is too red, or at least the title's font color doesn't contrast enough w/ the rest of the background...

    Edit: I decided for myself lol:kaoswt:
    1604318226881.png

    Edit2: I was thinking of making it so selecting "New Game" would start a cutscene that essentially starts out displaying that title background img (w/o the text ofc) and then slowly pan downwards, transitioning to our protagonist on the map, etc... Thoughts? (hopefully that was a clear enough explanation, my apologies otherwise lol)
  15. @Frostorm with those 2 choices definetly the 2nd!

    The first is too overwhelming and too monochrome as it is now. Also once the menu overlays it it messes up the composition of it.

    As for the cutscene idea, I like it. However I will caution you to keep pacing in mind when you do that. More often then not the transition is to fast or too slowly done.

    So yeah, that's my two cents
  16. @Frostorm I personally don't like that font choice, or rather, its design. It's a bit annoying to read and doesn't stand out enough from the background image. Perhaps a little text shadow or outline might help? The purple + black colors don't help it, either.

    As for which one to use, I think the first one is much more terrifying to look at, while the second one has more of a melancholic feel to it. This depends on how dark or horrifying the contents of your game are. If it's not a horror game, maybe stick with the second one.

    It's up to you to decide, in the end. If you're satisfied with what you have, good for you.
  17. Mr. Detective said:
    @Frostorm I personally don't like that font choice, or rather, its design. It's a bit annoying to read and doesn't stand out enough from the background image. Perhaps a little text shadow or outline might help? The purple + black colors don't help it, either.
    I agree, there isn't enough contrast. That was actually like the 1st time I've used Photoshop in ~5 years haha. I actually already do have an outline + shadow on it, should I turn it up and make it more pronounced? Or if I should change the color, what color should I use?

    Oh, and my project isn't a horror genre, but rather Fantasy w/ dark-ish themes (or maybe Dark Fantasy?), perhaps Dungeonpunk even. Btw, as pretty much as far away from an artist as one can be lol. I'm much better at database, theorycrafting, etc...

    Edit: I've also considered changing the font but not really sure to what. I've considered using Kingthings Petrock (which is what I use for the game's text), but that would everything look too "same".

    Anyone good w/ color theory? This really isn't my forte lol...if I try changing the title text to colors that are different from the rest of the background img, then it doesn't look like it meshes well. But if I use colors that match the background, then it doesn't contrast well as @Mr. Detective mentioned.
  18. Is it okay if I readjust the nose to the middle? X+5, Y-5. Personally, I think putting it in the middle looks better, but not sure if I'm making a mistake or not. XD

    Spoiler
    te.jpg

    @Frostorm Sorry, but I'm not sure, either. Maybe try brighter violet color, or red and see how it looks. I think increasing the size of the text outline a bit, and making it white (test black too) will help it stand out. Try that and see if it's better.
    Yeah, I took a look at your game, and there wasn't anything horror about it, so I think you should save the first one for another project or another scene. XP
  19. @Mr. Detective Your new nose makes the character have no nose. This is supposed to be the tip, it can't be in the middle of the face when viewed from this angle.
  20. Mr. Detective said:
    te.jpg
    Try moving the nose halfway between what you have in these 2 imgs. @cabfe is right that it shouldn't be in the middle at that angle, but since this is a small nose, I think you can move it slightly closer to the middle, just not dead center.